#if 0

	// Modify The UserCmd here (Aimbots, Triggerbots, NoSpread, NoRecoil, etc.)
	/*if (g_pAimbot.AimAtTarget(pCmd))
	{
		g_pNoSpread.ApplyNoRecoil(pCmd, true);
	}
	else
	{
		g_pNoSpread.ApplyNoRecoil(pCmd);
	}*/


DWORD MyEsp;
__asm mov MyEsp, esp;

MyEsp += 0x6B;

BYTE* test = (BYTE*) MyEsp;

if (FakeLaggCnt % 60)
{
	printf("Skipped!: %02X\n", *test);
	*test = 0;
}
FakeLaggCnt++;

//////////////////////////////////////////////////////////////////////////
static int FakeLaggCnt = 0;

DWORD* RetAdd = (DWORD*) &sequence_number;
RetAdd -= 1;
DWORD* RetAdd2 = RetAdd+22;
DWORD* DoSendPacket = RetAdd2 - 2;

FakeLaggCnt++;
if (FakeLaggCnt < 3)
{
	*DoSendPacket = 0;
}
else if (FakeLaggCnt < 10)
{
	*DoSendPacket = 1;
}
else
{
	FakeLaggCnt = 0;
}

//////////////////////////////////////////////////////////////////////////

// Ka wo du das hintun willst, muss man nur 1x machen
//DWORD TempAdd =  0xDEADBEEF; // Memory::FindPattern(0xDEADBEEF /*ClientBase*/, 0xDEADBEEF /*ClientSize*/, (BYTE*) RadarStructFindPatternA, RadarStructFindPatternB);
//TempAdd += RadarStructOffset;
//RadarClass* MyRadarPlayers = (RadarClass*) *(DWORD*) (**(DWORD**)TempAdd + 0xC);

//for (int i = 0; i < 32; i++)
//{
//	if (DrawnEntity[i])
//	{
//		continue;
//	}
//	if (MyRadarPlayers->Players[i].Hp <= 0)
//	{
//		continue;
//	}
//	SD_Tools::Vector Head;
//	SD_Tools::Vector Foot;

//	Foot = MyRadarPlayers->Players[i].Position;
//	Head = Foot;

//	Head.z += 74.0f;
//	Foot.z -= 10.0f;

//	SD_Tools::Vector2 ScreenHead;
//	SD_Tools::Vector2 ScreenFoot;

//	if (!WorldToScreen(g_pInterfaces.g_pEngine->WorldToScreenMatrix(), ScreenSize, Head, &ScreenHead))
//	{
//		continue;
//	}
//	if (!WorldToScreen(g_pInterfaces.g_pEngine->WorldToScreenMatrix(), ScreenSize, Foot, &ScreenFoot))
//	{
//		continue;
//	}

//	float Size = SD_Tools::MathHelper::GetDiff(ScreenHead.y, ScreenFoot.y);
//	float Width = Size / 2.0f;

//	if (Size > 0.001f)
//	{
//		if (MyRadarPlayers->Players[LocalPlayerIndex-1].Team == MyRadarPlayers->Players[i].Team)
//		{
//			// Das darfst du machen :P
//			// Blabla.DrawRect(ScreenFoot.x - Width/2, ScreenHead.y, Size, Width, 0xCOLOR);
//		}
//		else
//		{
//			// Todo
//		}
//	}
//}

//////////////////////////////////////////////////////////////////////////


	/*static SD_Tools::Vector LastRecoil(0, 0, 0);

	Entity* pMe = g_pInterfaces.g_pEntList->GetClientEntity(g_pInterfaces.g_pEngine->GetLocalPlayer());
	SD_Tools::Vector* punch = pMe->getRecoilVec();
	SD_Tools::Angle Temp;

	g_pInterfaces.g_pEngine->GetViewAngles(&Temp);
	Temp.x -= punch->x - LastRecoil.x;
	Temp.y -= punch->y - LastRecoil.y;
	g_pInterfaces.g_pEngine->SetViewAngles(Temp);
	cmd->viewangles.Pitch = Temp.x - punch->x * 0.92f;
	cmd->viewangles.Yaw = Temp.y - punch->y * 0.92f;
	cmd->viewangles.Roll = 0.f;

	LastRecoil = *punch;*/

static int SpeedCnt = 0;

DWORD* MyEsp;
__asm mov MyEsp, esp;
DWORD SearchedRetAdd = (DWORD) GetModuleHandle(L"engine.dll") + 0x1504D8;
DWORD* RetAddPtr = NULL;
int FndIndex = 0;

for (int i = 0; i < 300; i++)
{
	if (MyEsp[i] == SearchedRetAdd)
	{
		RetAddPtr = MyEsp+i;
		FndIndex = i;
	}
}


if (GetAsyncKeyState('V') & (1<<15))
{
	if (SpeedCnt % 6)
	{
		if (RetAddPtr)
		{
			printf("Found: %d!\n", FndIndex);
			*RetAddPtr -= 5;
		}
		printf("NOT FOUND!\n");
	}
	SpeedCnt++;
}


		RealHead = SD_Tools::MathHelper::SubVector(HeadBone, NeckBone);
		RealHead.Multiply(1.6f);
		RealHead.Add(NeckBone);
		RealHead.z += 2.0f;

		SD_Tools::Vector NormalVec = SD_Tools::MathHelper::SubVector(m_Eye, RealHead);
		float TempFloat = 1/NormalVec.Magnitude();
		NormalVec.Multiply(TempFloat);
		float PlaneD = NormalVec.x * RealHead.x + NormalVec.y * RealHead.y + NormalVec.z * RealHead.z;

		TempVec1.Clear();
		TempVec2.Clear();
		TempVec3.Clear();

		if (NormalVec.y != 0.0f)
		{
			TempVec1.x = 0.0f;
			TempVec1.y = PlaneD/NormalVec.y;
			TempVec1.z = 0.0f;
		}
		if (NormalVec.x != 0.0f)
		{
			TempVec2.x = PlaneD/NormalVec.x;
			TempVec2.y = 0.0f;
			TempVec2.z = 0.0f;
		}
		if (NormalVec.z != 0.0f)
		{
			TempVec3.x = 0.0f;
			TempVec3.y = 0.0f;
			TempVec3.z = PlaneD/NormalVec.z;
		}

		RangeVec = (TempVec1.MagnitudeSqr() > TempVec2.MagnitudeSqr()) ? TempVec1 : TempVec2;
		RangeVec = (RangeVec.MagnitudeSqr() > TempVec3.MagnitudeSqr()) ? RangeVec : TempVec3;

		TempFloat = 1/RangeVec.Magnitude();
		RangeVec.Multiply(TempFloat);
		RangeVec.Multiply(5.0f); // Size
		RangeVec.Add(RealHead);

		TempVec1 = SD_Tools::MathHelper::SubVector(m_Eye, RealHead);
		TempVec2 = SD_Tools::MathHelper::SubVector(m_Eye, RangeVec);

		float Len1 = TempVec1.Magnitude();
		float Len2 = TempVec2.Magnitude();

		float DotP = TempVec1.DotProduct(TempVec2);

		float Range = SD_Tools::MathHelper::RadToDegf(acosf(DotP / (Len1*Len2)));

		//printf("Range: %.02f\n", Range);

		DotP = CurrentVec.DotProduct(TempVec1);
		Len1 = CurrentVec.Magnitude();
		Len2 = TempVec1.Magnitude();

		float CurRange = SD_Tools::MathHelper::RadToDegf(acosf(DotP / (Len1*Len2)));

		//printf("Range: %.02f\n\n", CurRange);

		if (180.0f - CurRange < Range)
		{
			return true;
		}

		/*OptimalAngle = GameUtilities::CreateAimAngle(m_Eye, RealHead);
		RangeAngle = GameUtilities::CreateAimAngle(m_Eye, RangeVec);

		float Range;
		RangeAngle.Subtract(OptimalAngle);
		Range = RangeAngle.x + RangeAngle.y;*/



#endif